Mesa has improved proficiency when using secondary weapons, and gains a health bonus at the expense of not having a melee weapon. The following are the passive bonus available to Mesa:
Mesa has improved proficiency when using secondary weapons, and gains a health bonus at the expense of not having a melee weapon. The following are the passive bonus available to Mesa:
Revision as of 15:21, 14 February 2017
Marksman's Dexterity
Mesa has improved proficiency when using secondary weapons, and gains a health bonus at the expense of not having a melee weapon. The following are the passive bonus available to Mesa:
+10% (+15% in Conclave) fire rate with dual wielded sidearms.
+20% (+50% in Conclave) reload speed for one handed sidearms.
+50 health (No bonus health in Conclave) when a melee weapon is not equipped (value unaffected by base or total health).
Mesa expends 25energy to bolster her armaments. While active, 40% / 50% / 60% / 70% of the total damage inflicted by her primary and secondary weapons into stored bonus damage; a maximum of 20 / 50 / 90 / 140 damage is stored for every instance of damage, and a maximum of 2000 / 3000 / 4000 / 5000 damage is stored at full capacity. When Ballistic Battery is deactivated by pressing the ability key again (default 1 ), the stored damage is unleashed on the next gunshot fired.
Charged shots from Gunblades will also contribute to Ballistic Battery's damage.
Stored value is displayed as a Buff icon beside Mesa's hitpoint indicators.
Once deactivated, the stored damage is added to the equipped weapon's damage. The stored damage will have the same damage composition as the equipped weapon and is not affected by base damage mods (e.g., a Lanka with a maxed Serration equipped will inflict 300 × (1 + 1.65) + 5000 = 5,795Electricity damage from a fully charged shot when Ballistic Battery is deactivated).
The stored damage is only applied to a weapon's projectile damage in most cases. This includes the Torid, Penta, and Ogris. Syndicate Radial Effects, while able to contribute to the charge counter, are not affected by the stored damage upon Ballistic Battery's deactivation.
Stored damage is not split across multiple projectiles in the case of multishot weapons; only a single projectile can acquire stored damage.
Recasting the ability before using the stored damage buff will cancel the buff.
Does not affect melee attacks (including Gunblade shots).
Ability Synergy:Peacemaker's Regulator pistols can contribute to the charge counter, and Ballistic Battery can be deactivated while Peacemaker is active. Stored damage can be applied to a single Regulator shot.
Any effect which forcibly strips abilities - e.g. falling into a bottomless pit or entering a Nullifier field - will cause Ballistic Battery to discharge on the next shot, with the damage bonus intact, similar to when the ability is manually deactivated.
Mesa's body will glow in her chosen energy color with intensity and coverage scaling with damage stored.
A simple-to-use but incredibly useful skill, make use of Ballistic Battery early and often. It can be extremely useful for eliminating heavy enemy units, as the skill damage value does not properly reflect the actual potential damage of a well-placed, fully-charged shot.
The damage added is to your attack's base damage, so if you are using a weapon with a high critical chance/multiplier and/or aiming for a headshot, the added damage can turn out to be much more than 5000.
Ballistic Battery stores energy when containers are shot, presumably because they use health to determine if enough damage has been dealt to open them.
This ability can be used with a Furis pistol that has a Winds of Purity mod to easily restore Mesa to full health, should the shot connect.
Bugs
Rank 0 Ballistic Battery stores more damage per instance than other ranks.
Ballistic Battery does not store damage dealt to the Eidolons' Synovia, it does however store the damage dealt to the Eidolon after all its Synovia have been destroyed.
Mesa expends 50energy to releases a lasso that swirls around her, causing her to gain 10% / 15% / 20% / 25% weapon damage. The lasso will remain active for 15 / 20 / 25 / 30 seconds.
Weapon damage bonus stacks additively with other damage mods.
For example, with a max Intensify and a max Hornet Strike and rank-3 Shooting Gallery, Lex will inflict 130 × (1 + 2.2 + 0.25 × 1.3) = 458.25 damage.
The damage bonus affects both melee and ranged weapons, despite the ability's name.
The lasso will lash out at 3 enemies within 10 / 12 / 14 / 16 meters with beams of energy every 1.5 seconds. Affected enemies will have their ranged weapons jammed and will stand in place and attempt to unjam the weapon over a short duration; melee fighters (for example most Infested, Butchers, or Prod Crewmen) will suffer a temporary stun instead.
Can repeatedly affect enemies that recover from a previous weapon jam or stun.
Has no effect on flying enemies (such as Ospreys, Orokin Drones, etc).
When playing in a squad, 2 instances of the buff will spawn. One will stay on Mesa for the full duration of the ability, while another will periodically transfer between all allied players within an unrestricted range, temporarily providing the affected player with all benefits of the ability.
Duration per player is calculated by the following expression: Duration = Total Duration / (Total Number of Players - 1).
Ability Synergy:Peacemaker's Regulators are affected by Shooting Gallery's damage bonus.
OperatorAmps are not affected by by Shooting Gallery's damage bonus.
Cannot be recast while active.
Subsuming Mesa to the Helminth will offer Shooting Gallery and its augments to be used by other Warframes.
Always ensure to activate Shooting Gallery first before engaging in a gunfight to boost the overall weapon damage of Mesa and her allies.
Equipping Muzzle Flash is an effective way of short- to mid-ranged crowd control, especially when holding out in Defense and Survival missions.
Muzzle Flash is also a viable augment for Defection missions to keep the Infestation from effectively engaging escorted Kavor Defectors.
Muzzle Flash can also temporarily blind Demolisher units in Disruption missions, leaving more openings to finish them off before they get a chance at destroying a conduit.
Mesa expends 75energy to envelop herself in an energy shield for 10 / 15 / 20 / 25 seconds, which reduces incoming damage from enemy gunfire by 50% / 60% / 70% / 80%. The shield reflects hitscan bullets back to the attacker over unrestricted range, but deflects non-hitscan projectiles randomly up to 45° from the point of impact. Affected gunfire will instead divert towards a random enemy, if any, within an 5 / 7 / 9 / 11 meter radius and up to 90° from the point of impact.
Damage reduction is capped at 95%, achievable with 119% Ability Strength.
Diverted gunfire is physically redirected. As such, obstacles in the environment can prevent it from hitting enemies.
Damage is equivalent to what enemies would receive if they were to damage themselves.
Status Effects can proc normally, on both Mesa and enemy targets.
Projectile-based Knockdown is resisted, such as the grappling hooks from Scorpions and Infested Ancients. However, knockdown caused by radial blasts from units such as Shockwave MOAs and Heavy Gunners will bypass Shatter Shield.
Shatter Shield does not protect Mesa from area damage or melee attacks, thus damage will be dealt as normal.
As damage reduction is capped to 95%, any Ability Strength beyond 119% will not have further effect to Shatter Shield. Maximum damage reduction can be achieved with just a rank 3 Intensify, or a rank 4 Augur Secrets for 3 less drain.
Players should take caution, as while damage reduction will apply to Projectile/Hitscan weaponry, it does not apply to explosions.
Bombard rockets will be deflected and often will ricochet back into enemies with a good chance of proccing radial knock-down.
Bugs
Reflected damage from non-hitscan weapons is not calculated properly. The reflected damage enemies receive from non-hitscan weapons does not appear to factor in the enemy's level, causing the same damage to be reflected regardless of enemy difficulty.
When shot by an Embolist with Shatter Shield active Mesa will receive the poison proc even if the damage source was friendly.
Some types of projectiles stop when hitting Shatter Shield and disappear at the time their damage is being dealt to a target within range, instead of being visually redirected towards them. No damage loss, though.
Mesa stands her ground, holsters her current weapon, and draws her Regulators pistols as her secondary Exalted Weapon. While Peacemaker is active, a focus ring appears in the form of a blurred reticle which can be aimed at enemies. Holding the fire button will cause Mesa to auto-target random enemies inside the focus ring up to 50 meters away. Each gunshot will reduce the size of the focus ring until its field of vision is reduced to 15°.
In order to achieve target acquisition with Peacemaker, enemies have to be within range and positioned inside the focus ring, and the player's camera must have line of sight with the enemy.
The formula used to calculate the field of view angle with mods is non-linear and currently unknown.
Mesa's Regulator pistols inflict 50 damage per shot, with a damage multiplier of 1.00x / 1.15x / 1.33x / 1.50x.
This buff is applied twice, additively with each other.
Each buff stacks additively with Damage mods, such as Hornet Strike.
Fire Rate will ramp up from 25% to 100% over 3.5 seconds when firing. Fire Rate will reset if the fire button is released or if no gunshots are fired during a brief period of inactivity.
The Regulators are automatic; players need only to hold down the fire button to continue firing.
Peacemaker costs 25energy to activate. It then drains 15 energy per second while active and will remain active until Mesa's energy is depleted, or the ability is deactivated by pressing the ability key again.
Peacemaker's energy drain is not converted into shields by Augur Mods.
Drawing the Regulators is affected by Casting Speed.
Holstering the Regulators upon deactivation is affected by holster speed mods, but not cast speed.
While Peacemaker is active, Regulators are the only weapon Mesa can use. She also cannot activate any of her other abilities with the exception of Ballistic Battery.
Ability Synergy:
Peacemaker's Regulators can contribute to Ballistic Battery's charge counter, and Ballistic Battery can be deactivated while Peacemaker is active. Stored damage can be applied to a single Regulator shot.
Peacemaker's Regulators are affected by Shooting Gallery's damage bonus.
After a very brief "draw" period, Mesa is completely immobile and vulnerable to damage while Peacemaker is active, although she will resist crowd-controlling status effects and knockdowns.
The Regulators are Mesa and Mesa Prime's signature Exalted Weapon, summoned by activating the ability Peacemaker. Unlike other ranged weapons, the rapid-firing Regulators will automatically target and shoot at enemies within a large aiming circle directed by the player, removing the need for precise aim.
Casting Shatter Shield before activating Peacemaker is recommended, due to Mesa becoming vulnerable to attacks while Peacemaker is active.
While you cannot initiate movement while channeling Peacemaker, it can be cast while falling or immediately after initiating a bullet-jump, thus allowing you to start shooting before you actually arrive at your intended location. Channeling Peacemaker also makes you immune to the stagger effect you would normally receive upon hitting the ground after a long fall.
You can also be moved around by certain entities/enemies, including the Domestik Drone.
Limbo makes a great complement to Mesa when using this ability, as using Banish on Mesa allows her to become immune to enemy damage while also allowing her to damage enemies outside of the Rift Plane with her Peacemaker. If Cataclysm is cast anywhere with enemies inside Mesa may take damage if they fire at her, even she is not inside the Cataclysm but still under the effect of Banish.
While in the Rift Plane you should deactivate Peacemaker whenever possible to regain energy, especially in a group with multiple Energy Siphon Mods.
Similar to most Warframe abilities, Peacemaker targets the enemy's torso to inflict damage. It is particularly effective against Corrupted Vor as all Regulator pistol shots will always hit Vor's energy core, the only body part where he is vulnerable to damage.
Since Mesa stays immobile with Peacemaker active, it's highly suggested to bring a Sentinel with Vacuum equipped to pick up Energy Orbs and prolong the duration Peacemaker stays active.
Because of the red hue that affects the scenery around you, using a red energy color can make it more difficult to see the focus ring, which uses the energy color.
Slotting Crimson Archon Shards for Secondary Critical Chance instead of Ability Strength benefits Peacemaker's overall damage output better due to the higher chance of her Regulators triggering the base 3x critical multiplier rather than the capped additive bonus afforded by increased Ability Strength.
Prioritizing Secondary Critical Chance for the Regulators does have the cost of the Shards not augmenting Mesa's other abilities that would otherwise benefit from Ability Strength.
Bugs
Shots ignore both friendly and hostile snowglobes (Mesa can hit targets on the opposite side of a snowglobe whilst standing outside of it) and certain obstacles (such as Defense cryopods).
Occasionally the draw animation for the Regulator pistols may not occur.
Peacemaker's fire rate is severely hindered when the user's FPS is lower than 30, with lesser FPS resulting in lesser fire rate.
Peacemaker can be utilized by Specters and still allow them to move to a certain degree of minimal slowdown.